Magnum's Tome of Unshackled Spells
Magnum's Tome of Unshackled Spells
The contents of this book is designed to enhance and elevate your Dungeons
and Dragons experience. Sarsen Games ltd implore players and Game
Masters to adopt a fair and respectful playstyle when using any content that
condone the use of this material for any fictional story-telling that reflects
the abuse or violation of a character and are not responsible for any misuse
Magnum Magebane
Contents
08 - Wall of Crystal 31 - Lunar Light
09 - Conjure Plants 32 - Storm Roar
10 - Doom Bloom 33 - Power Word Know
11- Water Whip 33 - Memry's Opus Corpus
12 - Pyroclastic Surge 34 - Sand Shift
13 - Feather Blade 35 - Artorius' Porangi Clap
14 - Venom Rain 36 - Inavari Crescent Sweep
15 - Thorn Throw 36 - Splinter Shot
15 - Moon Dust 37 - Yuriboz's Impromptu War Wagon
16 - Stone Glare 38 - Enervate Senses
17 - Sonic Boom 39 - Witherwind
18 - Death Meadow 39 - Seraphic Justice
19 - Summon Bookworm 40 - Tar Pit
19 - Veil of Ash 41 - Eden Seed
20 - Exploding Corpse 42 - Northern Waters
21 - Wall of Metal 42 - Quicksand
22 - Scale Skin 43 - -Meric's Fortify Health
22 - Ice Armor 43 - -Banshee Shriek
23 - Titan's Might 44 - Comet of Chaos
24 - Wall of Souls 45 - Comet of Chaos
25 - One Thousand Cuts 46 - Ghost Galley
25 - Wisp Trail 47 - Fire Tongue
26 - Smoke Screen 47 - Frost Tongue
26 - Dune 48 - Investiture of Metal
27 - Lowii Growth 48 - Bubonic Belch
28 - Nailo's Hanging Homes 49 - Cold Blood
28 - Spirit Limbs 49 - Divine Tracking
29 - The Root Way 50 - Bile Fanf
29 - Lava Ball 51 - -Cocoon
30 - Power Word Convert 52 - Pilferbreath
53 - Steam Geyser 80 - Mimicry
54 - Mudslide 81 - Dart of Darkness
55 - Avalanche 82 - Glyph of Stasis
56 - Astral Eruption 83 - Glyph of Stasis
57 - Power Word Antidote 84 - Vile Tide
58 - Cacophony 85 - Postulant's Respite
59 - Control Metal 85 - Stomp
60 - Cerebral Smash 86 - Stampede
61 - Monsoon 87 - Stampede
62 - Shadow of Madness 88 - Call of the Void
62 - Spectral Spike 89 - Starfall
63 - Ravine 90 - Bones of the Moon
64 - Mental Mutiny 91 - Bones of the Moon
65 - Power Word Push 92 - Shatterblade
66 - Dawn Shield 93 - Hymn of the Ancients
67 - Toxic Touch 94 - Pustulant Pox
68 - Censer 94 - Sheild Throw
69 - Arrow's Mark 95 - Magma Tide
70 - Power Word Teleport 96 - Investiture of Wood
71 - C-Sharp 97 - Ensorcelled Snare
72 - Sacrosanct 98 - Winter's Bite
73 - Hydro-Nova 99 - Bones of the Sea
74 - Inner Flame 100 - Quagmire
75 - Aegis of the Weak 101 - River's Wrath
75 - Power Conduit 102 - Apex Arrow
76 - Sap Life 102 - Rot Foot
77 - Liquify Mind 103 - Bones of the Forest
78 - Wall of Flesh 104 - Fate Weave
79 - Thunderfoot 105 - Sulfuric Stifle
106 - Snow Flurry 134 - Character Sheet
107 - Psychic Schism 135 - Spell Sheet
108 - Air Walking 136 - Pontifus Character Sheet
108 - Blood Fury 137 - Pontifus Spells and Bio
109 - Awaken Construct 138 - Minerva Character Sheet
110 - Eldritch Tendril 139 - Minvera Spells and Bio
111 - Discombobulation 140 - Hod Character Sheet
112 - Hexplosive Trap 141- Hod Spells and Bio
113 - Faerie Sparks 142 - Rose Character Sheet
114 - Sanguine Scent 143 - Rose Spells and Bio
115 - Magnetosphere 144- Munch Character Sheet
116 - Vial of Chaos 145 - Munch Spells and Bio
117 - Subtitle Page 146 - Alphabetical Spell Glossary
118 - Character Sheet 147 - Alphabetical Spell Glossary
119 - Spell Sheet 148 - Alphabetical Spell Glossary
120 - Character Sheet 149 - Notes
121 - Spell Sheet 150 - Notes
122 - Character Sheet 151- Notes
123 - Spell Sheet 152 - End Credits
124 - Character Sheet
125 - Spell Sheet
126 - Character Sheet
127 - Spell Sheet
128 - Character Sheet
129 - Spell Sheet
130 - Character Sheet
131 - Spell Sheet
132 - Character Sheet
133 - Spell Sheet
The Caster's Key
This explains what spells
are performed by which
travels there were patte casters. On my
rns, but I believe the ch
oice is now yours...
Wizards
Sorcerers
Bards
Rangers
Clerics
Paladins
Monks
Warlock
Druids
Artificer
Bloodhunter
Wall of Crystal
3rd level evocation
within range. You can make the wall up to 30 feet long, 10 feet high,
and 1 foot thick. The wall is transparent and emits dim light in a 15 foot radius
for the duration. Once the spell has ended the crystal wall disappears.
If the wall cuts through a creature's space when it appears, the creature within it's
area is pushed to one side of the wall and must make a Dexterity saving throw. On a
failed save, the creature takes 4d6 radiant damage, or half as much on a successful
save.
The wall is an object that can be damaged and thus breached. It has an AC 13 and
20 hit points per 10 foot section. Reducing a 10 foot section of the wall to 0 hit
points destroys it and leaves behind an area of difficult terrain in the 10 foot wide
space.
All sides of the wall deal 2d6 radiant damage to each creature that ends its turn
within 5 feet of either side. A creature takes this damage when it enters the wall for
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the
damage increases by 1d6 for each slot above 3rd.
08
Conjure Plants
3rd level conjuration
You call on nature to aid you, and summon plants that rise from the
earth and appear in unoccupied spaces that you can see within
The plant disappears when it drops to 0 hit points or when the spell
which has its own turns. They obey any verbal commands that you
issue to them (no action required by you). If you don't issue any
At Higher Levels. When you cast this spell using certain higher-
level Spell Slots, you choose one of the summoning options above,
and more plants appear - twice as many with a 5th-level slot, three
times as many with a 7th-level slot, and four times as many with a
9th-level slot.
09
10
re d spells
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Xanth
Doom Bloom
6th level conjuration
target you can see within range. The target must make a Constitution
one. Any creature that fails their save is frightened until the start of
Drawing moisture from the air, you create a coil of water that wraps
around your arm. The Water Whip takes a free action at the end of
each of your turns until the spell ends. You mentally command the
actions. Make a melee spell attack against the target. On a hit, the
target takes 2d4 cold damage and if the creature is Large or smaller,
11
Pyroclastic Surge
8th level evocation
You summon a wave of flame, smoke and lightning that shoots forth
from your outstretched hands. Each creature in the cone must make a
Dexterity saving throw. A creature takes 6d6 fire damage and 6d6
embers and volcanic ash, which ignites them. Until a creature takes
an action to douse the flames, the target takes 1d10 fire damage at
The ash hangs in the air after casting, making the area count as
:
Note to self
do not wear
gloves while
casting...
12
13
e
d by th
Create ard
ar a k o cra Wiz
A ry
r n o r i f memo
Fa
Feather Blade .
serves..
1st level transmutation
When the spell is cast, 1d10 magical feathers form along each of your
arms. Each feather grants you an extra 5 feet of movement per turn
until the spell ends. As a bonus action on each of your turns until the
spell ends you may pluck one of the feathers and throw it as a ranged
this way it does not return to you and you lose the 5 feet extra
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d4, for each slot above 1st.
Venom Rain
6th level evocation
o
v a s t a ting t
De heavy
Casting Time: 1 action p s o f
grou s
Range: 60 feet
m o u r ed foe
Components: V, S, M,
ar
Duration: Concentration up to 1 minute
Each creature in the rain when it appears, or that ends its turn there,
their AC each round that the wearer spends in the venom rain.
14
15
Thorn Throw
1st level conjuration
Weaving together strings of natural magic, you create a large barbed thorn and
fling it at one creature within range. Make a ranged spell attack against the
target. On a hit the thorn lodges into the target and they take 1d6 piercing
damage and must succeed a Constitution saving throw. On a failed save the
target's speed is reduced by 10 feet until the start of your next turn. Casting this
Your hands shimmer with an iridescent light. As you hold them out, a sheet of
sparkling dust shoots forth from your outstretched fingertips. Each creature in a 15-
foot cone in front of you must make a Constitution saving throw. A creature takes
2d6 radiant damage on a failed save, or half as much on a successful one. One a
failed save, a target is also blinded until the end of your next turn.
16
Stone Glare
7th level transmutation
You turn your eyes to the creatures in front of you as you utter a series of
forgotten arcane words. Your eyes gather a sickly green glow and the air
becomes tense and heavy under your gaze. With a flash of green light, the air
within a cone in front of you hardens. Each creature with a body made of flesh
A creature restrained by this spell must make another Constitution saving throw
at the end of each of its turns. If it successfully saves against this spell three
times, the creature is no longer affected. If it fails its saves three times, it is
turned to stone and subjected to the petrified condition for the duration. The
successes and failures don't need to be consecutive; keep track of both until the
If you maintain your concentration on this spell for the full duration, the creature
is turned to stone permanently, until the effect is removed by some other means.
cient
sk il l fo r g e d by the an
A em
e n t folk . D o not look th
serp
in the eye!
Sonic Boom
3rd level transmutation
Electric energy forms around you as you dash forward at incredible speed. As
part of this spell you move in a line to an unoccupied space that you can see
within range. Your movement doesn't provoke opportunity attacks, you are
immune to difficult terrain and can pass over gaps providing you end your turn on
solid land. While traveling in this way you are able to pass through creatures.
Whenever you pass through a creature they take 3d8 thunder damage and must
make a Constitution saving throw. On a failed save, they are also deafened until
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher,
the damage increases by 1d8 for each slot above 3rd.
17
Death Meadow
8th level necromancy
You choose a point that you can see within range and infuse the
area with deadly necrotic power. The area can have a radius up to
60 feet, and the spell fails if the radius includes an area already
under the effect of the Death Meadow spell. The affected area is
Death Dalia - A creature takes 10d8 necrotic damage and must make a
Strength saving throw. On a failed save they are knocked prone.
by 2d4, the reduction lasts until the target finishes a short or long rest.
Hex Rose - A creature takes 6d8 necrotic damage and is under the Hex spell
Blood Orchid - A creature takes 4d8 necrotic damage and you regain hit
points equal to half the amount of damage dealt.
18
19
Summon Bookworm
1st level conjuration
You summon a tiny spirit worm upon the pages of a book within range. Ask it any
question you want and it will dive into the book and not return until it either finds the
answers, confirms that it is not in the book, or the spell ends. The spirit understands all
languages, but cannot translate information between them for the caster. The DM can
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you
summon an extra Bookworm for each spell slot above 1st.
Veil of Ash
3rd level transmutation
5 feet of the wearer for the first time on a turn or ends its turn
successful one.
Exploding Corpse
3rd level necromancy
n
n g l y vile i
stat i n
Casting Time: 1 action Deva t , b ut ca
Range: 60 feet comb a
ire...
Components: V, S, backf
Duration: Instantaneous
You reanimate the body of a recently dead humanoid creature that you
can see within range, it immediately begins to swell with unstable necrotic
energy. The corpse can only use its action to dash. Roll initiative for the
the corpse leaps towards them and explodes. Every creature within 10
feet must make a Wisdom saving throw. On a failed filed they take 3d6
necrotic damage and are frightened until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or
higher, the damage is increased by 1d6 for each spell slot above 3rd.
20
Wall of Metal
5th level evocation
The earth cracks open and a torrent of molten metal spews up and out of
the ground. You make the wall up to 30 feet long, 10 feet high, and 1 foot
thick. The wall is glowing red-hot; on the 3rd turn after its casting, it cools
to a dull iron.
If the wall cuts through a creature's space when it appears the creature
with its areas is pushed to one side of the wall and must make a Dexterity
saving throw. On a failed save the creature takes 4d8 fire damage, or half
The wall is an object that can be damaged and thus breached. It has and
hit points destroys it and leaves behind an area of difficult terrain in the
space. Any creature that touch the wall while it is glowing red-hot takes
At Higher Levels. When you cast this spell using a spell of 6th level or
higher, the damage increases by 1d8, for each slot level above 3rd.
21
Scale Skin
5th level abjuration
This spell turns the flesh of a willing creature you touch as hard as
dragon scales. Until the spell ends, the target's base AC becomes 15+
At Higher Levels. When you cast this spell using a spell slot of 6th level
or higher, the AC bonus increases by 1 for each slot level above 5th.
Ice Armour
ly
3rd level abjuration
l, b u t tremendous
Situationa e right ca
se...
o ng in t h
Casting Time: 1 action str
Range: Touch
Components: V, S,
Duration: 1 hour
You lay your hand on the target and encase them in a set of armour
made from sheets of solid ice and jagged frost. For the duration you
If a creature hits them with a melee attack while they are wearing
Ice Armour then the attacker, and all creatures within 5 feet of them,
22
Titan's Might
2nd level transmutation
You cause a creature you can see within range to grow larger for the duration
of the spell. If the target is unwilling it can make a Constitution saving throw. On
a success, the spell has no effect. Everything the creature is wearing and
carrying changes in size with it. Any item dropped by the affected creature
The targets size doubles in all dimensions and its weight is multiplied by eight.
This growth increases its size by one category (for example Medium to Large). If
there isn't enough room for the target to double in size, they attain the maximum
possible size in the space available. When the spell is cast, the target also gains
At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, the temporary hit points increase by 1d10 for each slot above 2nd.
23
24
Wall of Souls
ft e n u se d a s a defence
5th level evocation O
y the
mechanism b
...
Casting Time: 1 action
e c r o m a nc e rs of Ashigh
N
Range: 120 feet
Components: V, S, M, (a skull fragment)
Duration: Concentration, up to 10 minutes
fire and skulls appear. You can make the wall up to 30 feet
creature takes 4d8 necrotic damage and the target's hit point
When a creature enters the wall's area for the first time on a
same amount. The reduction lasts until they finish a long rest.
At Higher Levels. When you cast this spell using a spell slot of
6th level or higher, the damage is increased by 1d8 for each slot
above 5th.
25
One Thousand Cuts
9th level evocation
As part of the action used to cast this spell, you must make 10 melee attacks with your
unarmed strike or monk weapon against one creature within the spell's range. On a
Wisp Trail
1st level evocation
For the duration of the spell, for every 60 feet you move, you make a
friendly wisp where you last stepped. The wisp emits dim light in a 30-foot
radius and will only disappear when the spell ends or if you retrace your
steps. While you are within the spells range you have a telepathic link to
the wisps and can relay small pieces of information such as "danger"
The sphere spreads around corners, and its area is heavily obscured. It lasts for
the duration or until a wind of moderate or greater speed (at least 10 miles per
hour) disperses it. Each creature in the smoke when it appears or that ends its
While suffocating in this way a creature's speed is halved and it can survive for a
number of rounds equal to its Constitution modifier (minimum of 1). If the creature
does not leave the smoke screen in time, it drops to 0 hit points and is dying.
Dune
6th level evocation
Your face grows gaunt as a torrent of sand and insects pour forth
Lowii Growth
5th level conjuration
choice within range and lasts for the duration. The creature is Large
and uses the stats of a Shambling Mound, but with these differences:
The plant disappears when it drops to 0 hit points or the spell ends.
it rolls its own initiative and acts on its own turn. If you don't issue any
casting ability modifier. They hang down from beams, branches and
trees. They are well hidden and indistinguishable from other foliage.
Each shelter grants the resident food, water and comfortable sleep.
You also gain the benefit of Speak with Plants while inside.
Spirit Limbs
2nd level conjuration
You summon 1d4 extra ethereal limbs (your choice of arms or legs) for the
duration of the spell. For each summoned arm you gain an additional melee spell
attack and for each summoned leg you gain an additional 10 feet of movement.
28
29
The Root Way
3rd level evocation
space you can see within range. Upon arrival at your new location, 1d6
flailing roots sprout from the ground around you in the first available
unoccupied space.
At the end of your turn, each of these roots make a melee weapon
within 15 feet. On a hit they deal 1d6 bludgeoning damage and retract
Lava Ball
3rd level evocation
within range. Make a ranged spell attack against the target. If the
attack hits, the creature takes 1d10 fire damage and ignites. Until
the creature takes an action to douse the ignition, they take 1d10
fire damage at the start of each of their turns. On a hit, the target
You dive in to psyche of your enemies, fighting for control of their very
While a target is charmed, you have a telepathic link with it as long as the
two of you are on the same plane of existence. You can use this
telepathic link to issue commands to the creature while you are conscious
You can specify a simple and general course of action such as "Attack this
completes your order and doesn't receive further instruction, it will defend
itself and preserves itself to the best of its ability. Each time a target takes
damage it can make a new Wisdom saving throw against the spell. On a
30
the
Favoured by
a
Moon Druids,
bclass
fascinating su
m the
of magic fro
Lunar Light mountains of
4th level evocation Gwari'h
You harness the power of the moon to shoot forth a small but powerful beam
of lunar energy in a 5-foot wide, 60 feet long line. Each creature in the line
must make a Dexterity saving throw. On a failed save a creature take 4d8
successful save the create take half as much damage and does not require a
Constitution save.
Any creature that fails their Constitution saving throw now emits dim light in a
10 foot radius for the duration of the spell. This light damages enemies; any
enemy within range of the dim light being emitted by an affected target takes
31
Storm Roar
3rd level evocation
You roar a wave of thunderous energy across the land ahead of you. Each
damage and is deafened until the start of your next turn. On a successful
If a creature fails their save they must also make a Dexterity saving throw. On
a failed save they take 2d6 lightning damage and are knocked prone.
On a successful save they take half as much damage and are not prone.
32
Power Word Know
8th level divination
You utter a word of power that gives you great insight into the strengths and
weaknesses of one creature you can see within range. You learn the creature's
AC, hit points, speed, attributes, skills, senses, damage vulnerabilities, damage
You gift yourself or a willing creature you can see within range a
ability check or saving throw before the spell ends, it can dismiss
this roll and roll twice more, taking the result of their choice.
33
34
Sand Shift
4th level conjuration
the Sand
Created by
Casting Time: 1 action o'raan
Range: Self Mages of Z
Components: V, S,
Duration: Instantaneous
A column of biting sand surrounds you. As part of this spell you move up to
30 feet in any direction to an unoccupied space you can see within range.
Your movement does not provoke opportunity attacks and you are immune
to difficult terrain.
While travelling in this way you are able to pass through creatures. Whenever
you pass through creatures in this way, they must make a Dexterity saving
throw. They take 2d6 slashing damage on a failed save or half as much
Muttering a series of arcane words you clap your hands together to intrude
the minds of the creatures in front of you. Each creature in a 15-foot cone
actions on their turn. For the duration of the spell while a creature is
affected you may choose any gregarious exclamation you like, at the DMs
discretion, and the affected creatures will perform it to the best of their
of your subsequent turns you can use your bonus action to clap your hands
again and maintain the actions and affects from the original cast.
At the end of an affected creatures turn, and each time they take damage,
the creature can make another Wisdom saving throw to break the spell. On
35
Inavari Crescent Sweep
3rd level evocation
You sweep the floor with your leg and send out a crescent wave
damage, are pushed back 5 feet and are not knocked prone.
The size of a creature is irrelevant and does not affect this spell.
Splinter Shot
4th level transmutation
bolts, darts or throwing daggers, and enchant them. When using this
ammunition the user has advantage on the attack. Hit or miss, the ammo
within 5 feet of the original target. If the original attack hit, the splinters
36
37
You touch an ordinary cart, wagon or similar vehicle within range. With a puff of smoke
and sparks it transforms into an impressive battle wagon laden with spears and spikes,
ready to shred any foe that steps too near. The battle wagon has an AC of 20 and 200
hit points. it can fit up to 3 medium-sized creatures in it; while inside creatures have full
Any creature inside the wagon can use their bonus action to command the wagon to
move up to 30ft. The wagon can only move once per round. If the wagon moves
through the space of another creature they must make a Dexterity saving throw. On a
failed save they take 1d8 slashing damage, or half as much on a successful save.
Enervate Senses ell taught
A curious sp
e Witches
3rd level conjuration to me by th
ack Bog
of Craggleb
Casting Time: 1 action
Range: 60 feet
Components: V, S,
Duration: Concentration, up to 1 minute
This spell seeps into the minds and bodies of creatures and steals their senses. Each
creature in a 10-foot-radius sphere centered on a point you choose within range, must
The target must roll a d6 if they fail their Wisdom saving throw and suffer the
corresponding effect:
1 - Taste: The target is unable to eat or cast spells with a 'Verbal Component'
2 -Touch: The target cannot melee attack or cast spells with a range of 'Touch'.
3 -Sight: The target is blinded
4- Smell: The target cannot perceive via smell
5- Hearing: The target is deafened
6- Reroll
38
39
Wither Wind
7th level necromancy
You drain the very lifeforce of a creature that you can see within
range. On each of your turns for the duration, you can use your action to
The spell ends if you use your action to do anything else. The spell also ends
if the target is ever outside the spell range or has cover from you. When the
spell ends the target retains the exhaustion points inflicted until they are cured.
Seraphic Justice
2nd level transmutation
You create an oily mass of tar at a point of your choice within range. The
tar fills a 20-foot cube from that point for the duration. The area of tar is
difficult terrain and any creature in the tar when it appears or that ends
its turn there must succeed a Strength saving throw. On a failed save they
are restrained as long as they remain in the Tar Pit or until they break free.
Creatures can attempt to break free by using their action to retake the
If the Tar Pit is targeted with any sort of flame, it ignites. Creatures take
1d4 fire damage per round whilst within the ignited tar. The flames last for
rounds equal to your wisdom modifier, after which the flames are
favourite....
A personal
41
Eden Seed
6th level conjuration
concentrated vessel of life - The Eden Seed. The Eden Seed has
following effects:
following effects:
Transform the area around the seed (100 feet radius) into a
Leave the seed to grow; after 7 days it will turn into a 2-way
This spell turns the ground of a 20-foot cube you can see within
feet per turn in the quicksand it must make a Strength saving throw.
Northern Waters
3rd level transmutation
You touch a body of water and imbue it with the icy cold of the far north. You
choose an area of water that you can see within range and that fits up to a 60 foot
cube. Creatures take 1d4 cold damage for every 5 feet of movement in the water.
Meric's Fortify Health
3rd level transmutation
You extend your hand and trace a sigil of warding in the air. Until the end
of your next turn, the target has resistance against bludgeoning, piercing,
Banshee Shriek
3rd level enchantment
You unleash a horrific scream that cuts into the minds of all within range.
Wisdom saving throw. A creature takes 2d8 psychic damage on a failed save,
or half as much damage on a successful one. A creature that failed their save
43
44
Comet of Chaos
8th level evocation
You pull a comet from the skies above, hurtling it down towards a point you
choose within range. Once the comet reaches its destination or impacts
the impact must make a Strength saving throw. A creature takes 10d10 force
Upon impact, a wave of chaos energy bursts out in a 60-foot radius causing
one of the following effects. These affect every creature in range. Roll a d20
to determine:
45
Ghost Galley
5th level conjuration
When an enemy of the caster boards the Ghost Galley for the
first time on a turn or starts their turn there. The creature must
e of
joyable mod
Quite an en the
o r t o n c e y ou get use to
transp
howling...
46
47
Fire Tongue
2nd level conjuration
You call upon the power of flame to imbue the spells of yourself and your allies. Until
the spell ends you and any ally that makes a spell attack with a verbal component
whilst within the 30 feet aura, can add 1d10 fire damage to the spell's outcome.
Frost Tongue
3rd level conjuration
You call upon the power of ice to imbue the spells of yourself and your allies. Until the
spell ends you and any ally that makes a spell attack with a verbal component whilst
within the 30 feet aura, can add 3d6 cold damage to the spell's outcome.
Investiture of Metal
6th level transmutation
You can use your bonus action to create a line of metal spikes that jut up from the
ground in a 15 feet line, 5 feet wide. Each creature in the line must make a
Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or
Bubonic Belch
2nd level evocation to get
A tricky one
t burning
Casting Time: 1 action right withou
...
Range: Self (15-foot cone) your face off
Components: V, S,
Duration: Instantaneous
You open your mouth and spew a cone of disgusting poisonous slime.
creature takes 3d6 poison damage and is infected on a failed save, or half
as much damage on a successful one. The infection lasts for 1 hour. When
must make a Constitution saving throw, taking 3d6 poison damage and
successful one.
48
49
Cold Blood
4th level necromancy
You reach out and chill the blood of a creature that you can see within range. The
target must make a Constitution saving throw. On a failed save, the targets speed
is reduced by half of their maximum, they have disadvantage on all saving throws,
Until the spell ends, you can use a bonus action on each of your subsequent turns
Divine Tracking
4th level divination
ers
b y the A asimon Rang
Cast
Casting Time: 10 minutes Forest
Range: Self of the White
Components: V, S, M
Duration: Concentration, up to 1 day
the location of the target and are able to track them without issue, guided by
Until the spell ends, you have advantage on Survival (Wisdom) checks.
For the duration, as long as you are on the same plane of existence as the
target, you know how far they are and in what direction they are.
t
b u t e ff e c ti ve deterren
A messy
armour
against heavy
Bile Fang
3rd level transmutation
Your face twists into a bestial maw as you grow two sharp fangs that drip with
Until the spell ends, on your turn you may substitute one of your attacks to make
a melee spell attack on a target within 5 feet. On a hit, the target takes 2d6
acid damage and if they're wearing any armour it takes a cumulative −1 penalty
50
Cocoon
1st level conjuration
You conjure and launch a projectile of thick, sticky webbing at one creature in
range. Make a ranged spell attack against the target. On a hit, the target must
make a Strength saving throw. On a failed saved, the creature is restrained for
A creature restrained in this way can use its action to make a Strength check
against your spell save DC. If it succeeds, it is no longer restrained and the spell
ends.
Pilferbreath
5th level conjuration
within range.
Each creature that is within the spells area at the start of its turn must
A suffocating creature can repeat the saving throw at the end of each
saving throw.
52
Steam Geyser
3rd level evocation
You create a column of steam, from a point you can see within range,
When the geyser appears, each creature within its area must make
up to 60 feet into the air and takes 1d8 fire damage and 1d8
sonal
Another per
think its the
favourite...I
n the way
screaming o
find so
down that I
amusing....
53
Mudslide Powerful spell...but devastates the land...
4th level evocation
You summon a torrent of water, clay and stone to wash away the enemies in front
of you. The mudslide is 100 feet long and 15 feet wide and moves from the point of
Each creature in the line must make a Dexterity saving throw. A creature takes
successful one. A creature that fails their save is pushed 20 feet in the direction
of the mudslide and must make a Strength check on their subsequent turn to
The Mudslide also affects any Medium or smaller objects that aren’t secured to
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher,
the Mudslide increases in width by 5 feet for each spell slot above 4th.
54
Avalanche
8th level evocation
ce by
A last defen
izards of
Casting Time: 1 action the Snow W
Range: 60 feet the North...
Components: V, S,
Duration: Concentration, up to 1 minute
The wave is up to 30 feet wide, 60 feet long and 20 feet deep centered in
When the wave appears, each creature within its area must make a Dexterity
saving throw. On a failed save, a creature takes 10d8 cold damage, is buried in
the snow and becomes restrained as long as it remains in the snow or until it
breaks free.
A creature restrained in the snow can use its action to make a Strength check
55
Astral Eruption
6th level evocation
Harnessing your knowledge of the astral plane you tear a tiny hole in the fabric
You create a 40-foot-radius centered on a point you can see within range.
When a creature enters the spells area for the first time on a turn or starts its
turn there, the creature must make a Strength saving throw. On a failed save,
the creature takes 6d8 force damage and is pulled 20 feet towards the center
Additionally, when the creature fails their save they must make
falls prone.
it unleashes
a burst of
astral energy
upon creatures
within 20 feet of
radiant damage.
ue
A truly uniq
nown only
incantation k
o have
by those wh
magic...
studied star
56
57
Good for
companions...
You speak a word of power and gesture towards one creature you can
Cacophony
2nd level enchantment
You summon a cacophony of voices and noise to erupt from a point of your
must make a Constitution saving throw. A target takes 2d6 thunder damage
and is deafened until the start of your next turn on a failed save, or half as
Creatures in the radius that failed their saving throw cannot cast a spell that
58
Control Metal
5th level transmutation
piercing damage.
ast if
Amusing to c
side the
someone is in
armour....
59
60
Cerebral Smash
2nd level evocation
The next time you hit with a melee weapon attack during this spell's duration, your
attack deals an extra 2d6 psychic damage. Additionally, if the target is a creature,
it must make a Wisdom saving throw or be Stunned until the spell ends.
The stunned target must make a Constitution saving throw at the end of each of its
feet tall with a 60-foot radius, centered on a point you can see within
range directly above you. You don’t need access to the sky for this
spell. Each creature in the rain when it appears or that ends its turn
A mass of 5-foot deep water falls every turn, magically held in place
When the rainfall is 10 feet deep, creatures within the radius must use
their swimming speed. When the rainfall is 20 feet deep, the area is
61
62
Shadow of Madness
2nd level enchantment
You send a wave of malicious intent and madness towards a creature of your
The target must succeed on a Wisdom saving throw or it takes 1d8 psychic damage
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher,
the target suffers from long-term madness. If this spell is cast using a spell slot of
Spectral Spike
1st level evocation
nderrated in
Casting Time: 1 action Not to be u
ters fight
Range: 60 feet a close quar
Components: V, S
Duration: Instantaneous
You send a spike of phantasmal energy hurtling towards one creature within range.
The target must make a Dexterity saving throw. On a failed save, it takes 2d6
psychic damage. The target has disadvantage on the saving throw if they are within
Ravine
7th level evocation
The ravine is 10 feet wide and 60 feet long. When the crack
appears, each creature within its area that isn’t flying must
bludgeoning damage.
If any creatures are within the ravine when the spell ends, they
63
Mental Mutiny
7th level necromancy
You attempt to invade the mind and possess a particular creature that is on the
same plane of existence as you. The target must make a Constitution saving
throw, which is modified by how well you know the target. If the target is outside
On a successful save, the target isn't affected. On a failed save, the target is
incapacitated and loses control of their body as you possess them until the spell
ends.
The caster can't be targeted by any attack, spell, or other effect and it retains its
target's statistics, but doesn't gain access to the target's knowledge, class
features or proficiencies.
The possession lasts until the body drops to 0 hit points, the caster ends it as a
bonus action, or the spell ends. When the possession ends, the caster re-enters
their body. The target is immune to this spell for 24 hours after succeeding on the
The possessed creature can repeat the saving throw when forced to take an
action that goes against their nature and it has advantage on the saving throw if
they attacked an ally that turn. If the caster's original body drops to 0 hit points,
64
65
A truly underr
ated spell. Thr
them out to se ow
a, off a cliff, in
volcano...a marv to a
ellous creation
Musicians and by the
Healers of I'l
ln
Using the power of your mind you force the body of a single
Radiant beams of sunlit power emanate from you in an aura with a 30-foot radius,
Each non-hostile creature in the aura (including you) gains 4d10 temporary hit
points. If any of the affected creatures hit points are lower than their maximum
when the spell is cast they instead gain 4d10 hit points with any extra hit points,
66
m
ful for
A use if
alysis
Toxic Touch of par
ed to
you ne
3rd level evocation me
buy ti
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
target is stable but poisoned for 1 hour, even after regaining hit
67
Censer
3rd level evocation
ghostly censer in your hands that emits a thin shimmering mist in the area
around you. Each non-hostile creature in the area is lightly obscured and
gains 1d10 temporary hit points at the start of each of their turns. When the
spell ends, the target loses any remaining temporary hit points from this spell.
68
69
Arrow's Mark
2nd level divination
You choose a creature that you have hit this turn and mark it as your
target. Until the spell ends, you deal an extra 1d6 damage to the
target whenever you hit it with a weapon attack, and you gain
advantage on attack rolls against the target until the spell ends. If
the target drops to 0 hit points before this spell ends, you can use a
nt -
e n v i ronme
the
s e l f : Use i n es etc
t o ra v
Note rivers
,
cliffs,
must make a Constitution saving throw. If the creature fails this save,
the same plane of existence as you. The target has advantage on the
As you play a single note, it vibrates in the air around you and imbues
Choose any number of creatures within range. For the duration, each target
71
Sacrosanct
6th level enchantment
You bless a creature or an object you touch with godly protection. The target can
creature.
For the duration of the spell the target is immune to fire and necrotic damage.
If cast on a creature, any non-good creatures that attacks them has disadvantage
72
73
Hydro Nova
2nd level evocation
A ring of water forms around you and explodes outwards with force. Every
creature within 5 feet of you must make a Strength saving throw. On a failed
save, the creature is pushed back 10 feet. Creatures takes 2d4 force damage
aren’t being carried or worn are also thrown 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d4 and the push back increases by 5 feet
You choose a target within range and imbue them with a heart of flame. Until
When the target is damaged from fire, they are healed by it instead
The target emits bright light in a 30-foot radius and dim light for an
additional 30 feet
74
Aegis of the Weak
3rd level necromancy
You gesture to a creature within range and link your life-force to theirs. Until
the spell ends, if the target's hit points would be reduced to 0 from damage
Power Conduit
5th level evocation
You focus all your arcane power and essence into a 10-foot radius sphere
centered on a point you can see within range. All ranged spell attacks cast
75
t
t he r corrup
Sap Life An o
f life
form o
4th level necromancy
c by chaos
mag i
s...
Casting Time: 1 action Druid
Range: Touch
Components: V, S,
Duration: Concentration, up to 1 minute
You touch a creature within range and begin to drain the life out of
them, feeding on it to regain your own health and strength. The target
on a successful one and you regain hit points equal to half the amount of
76
Liquify Mind
5th level enchantment
You attempt to disrupt the mind of a creature that you can see within
77
Wall of Flesh
A goo
5th level necromancy d stall
doubt, ing ta
throw ctic. W
Casting Time: 1 action zombie hen in
s at th
Range: 60 feet em
Components: V, S, M (a piece of rotten flesh
Duration: Concentration, up to 10 minutes
The earth is pulled upwards as a mound of corpses, bones and dirt form into a
wall. You can make the wall up to 30 feet long, 5 feet high, and 1 foot thick, or a
ringed wall up to 15 feet in diameter, 5 feet high, and 1 foot thick. The wall is
If the wall cuts through a creature's space when it appears, the creature within its
The wall is an object that can be damaged and thus breached. It has AC 8 and 10
hit points per 5-foot section. Reducing a 5-foot section of wall to 0 hit points
destroys it and leaves behind a Zombie that obeys the caster and
has its own initiative. When the spell ends all Zombies created
78
Thunderfoot
2nd level evocation
The air becomes heavy around you and with each footstep you
take thunder cracks and bellows in the area. Until the spell
ends, any creature within 10 feet of you whilst you are moving
79
Mimicry
1st level illusion
When you cast this spell, you imbue an object with an illusion and a trigger that
later unleashes the magical effect. You can only use this on an object no larger
than 5 feet in diameter. Any creature that moves within 5 feet of the object will
The creature must make an Intelligence saving throw. On a failed save, the
creature is frightened of the object until the spell ends. On a successful save the
d a
r a ct i cal, an
P ke
cal jo
practi
80
81
Dart of Darkness
2nd level necromancy
ranged spell attack against the target. On a hit, the target takes 1d6
successful one. On a failed save, the target is also blinded for the
duration.
At the end of each of its turns, the target can make a Constitution
At Higher Levels. When you cast this spell using a spell slot of 3rd level
or higher, the damage increases by 1d6 for each spell slot above 2nd.
82
Glyph of Stasis
5th level abjuration
When you cast this spell, you inscribe a glyph that later unleashes a magical
floor or wall) or within an object that can be closed (such as a book, a scroll,
or a treasure chest) to conceal the glyph. The glyph can cover an area no
larger than 10 feet in diameter. If the surface or object is moved more than 10
feet from where you cast this spell, the glyph is broken, and the spell ends
You decide what triggers the glyph when you cast the spell. For glyphs
the glyph is inscribed. For glyphs inscribed within an object, the most
You can further refine the trigger so the spell activates only under certain
weight), creature kind (for example, the ward could be set to affect
aberrations or drow), or alignment. You can also set conditions for creatures
that don't trigger the glyph, such as those who say a certain password.
sphere centered on the glyph. The sphere spreads around corners. Each
creature in the area must make a Strength saving throw. On a failed save, a
creature is restrained for 1 hour or until they are removed from the area of
the spell.
83
84
hands
Wash
ard,
afterw
e at until
don t
...
you do
Vile Tide
4th level evocation
sludge that splashes out and washes over the area in front of you.
Postulant's Respite
8th level abjuration
Until the spell ends, you may use your bonus action to give
Stomp
1st level evocation
With a heavy smash of your foot you slam the ground around
You command the local fauna to march as one against your enemies. When
the spell is first cast, the area around you turns wild with the braying, roaring
and screeching of native beasts; enemies within range with a lower Wisdom
score than you must make a Wisdom saving throw or be frightened until the
spell ends.
On the second round of the spell, beasts emerge from a point you choose
within range. Charging in a 10 foot wide, 100-foot long line. They crush all in
their path as they move in a direction of your choosing. Any creature caught
in this Stampede must make a Dexterity saving throw. A creature takes 10d6
successful one.
This spell is subject to your environment; Beast summoned by this spell will
reflect the region you are in, at the DM’s discretion. For example:
Location: Beasts:
86
87
88
f
Call of the Void t h e faint o
r
7th level necromancy g a in not fo ha s fallen
a ba r ag e
- m a ny a m w n spell.
hea r t ver y o
Casting Time: 1 action
t hi s, their
Range: 60 feet to
Components: V, S,
Duration: Concentration, up to 1 minute
You call to a creature within range and begin the incantations for an insidious
bargain. Until the spell ends, both the caster and the target must make a Wisdom
saving throw at the start of each of their turns. The first person to fail against this
spell three times suffers 10d10 necrotic damage, the other creature regains hit
points equal to half the amount of necrotic damage dealt and the spell ends.
If the spell ends before the caster or target has failed three times, the spell ends
with no effect. If both of you fail on the same turn, the caster wins.
Starfall
6th level evocation
You rip at the very fabric of the sky and call down a small celestial star to the
battlefield. The star plummets to a point you choose within range and hovers 10
feet off the ground, emitting bright light in a 60-foot radius and dim light for an
additional 60 feet. Until the spell ends, you can use your bonus action to use the
A creature of your choice within 60 feet of the star regains 3d6 hit points.
The target emits bright light in a 30 foot radius and dim light for an additional
30 feet.
a n d Star
s
Druid ng
Moon
- f ascinati
ds
Wizar s o f magic
ass e
sub-cl
89
Bones of the Moon
5th level transmutation
You cause two pillars of solid quartz to burst from places on the ground you can
see within range. Both pillars are cylindrical and have a diameter of 5 feet and a
height of up to 30 feet.
The ground where a pillar appears must be wide enough for its diameter, and you
can target the ground under a creature if that creature is Medium or smaller. Both
pillars have AC 17 and 50 hit points. When reduced to 0 hit points, a pillar crumbles
into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts
until the rubble is cleared. Each 5-foot-diameter portion of the area requires at
saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other
and must either move off the pillar or fall off it.
90
the Moon
Favoured by
scinating
Druids, a fa e
agic from th
subclass of m
Gwari'h
mountains of
91
Shatterblade
1st level evocation
it shatters.
92
Hymn of the Ancients
9th level enchantment
Tapping into the memories of a song from another plane, you recite a line from an
1: Voice of an Angel.
Enemies take 1d8 psychic damage and suffer one form of short-term madness
2: Heavenly Chorus.
Enemies take 2d10 radiant damage
3 Earthly Sunder.
All enemies have their AC reduced to 0 for 1 hour
4 Wings of a Deva.
Allies gain a flying speed of 60 feet for 1 hour
5. Fiery Chord.
Enemies within 30 feet of you take 1d10 fire damage at the start of their turn.
6. Seraphic Serenade
Enemies are charmed by the caster for 1 hour
93
Pustulant Pox
5th level necromancy
Shield Throw
1st level transmutation
94
Magma Tide
8th level evocation
In an area around you, magma begins to rise up and boil out of the ground,
seeping outwards 5 feet in all directions from you, burning all in its path.
When a creature enters the affected area for the first time on a turn or starts its
turn there, the creature must succeed on a Dexterity saving throw or takes 4d6
At the start of the caster's subsequent turns the Magma Tide flows further,
95
Investiture of Wood
6th level transmutation
Until the spell ends, wood and moss spreads across your body, and you gain the
following benefits:
As a bonus action on each turn you can choose to regain 1d8 hit points
96
Ensorcelled Snare
1st level abjuration
bigger creature.
97
Winter's Bite
3rd level evocation
You gesture in front of you and a line of sharp icicles jut out of the
ground in a 30-foot long, 5-foot wide line, piercing all creatures within
Each creature in the line must make a Dexterity saving throw. A creature
takes 2d6 cold and 2d6 piercing damage on a failed save, or half as
At Higher Levels. When you cast this spell using a spell slot of 4th level
or higher, the length increases by 10 feet for each level above third.
98
99
You cause four pillars of coral and sea rock to burst from ground or
water that you can see within range. All pillars are cylindrical and
The area where a pillar appears must be wide enough for its
diameter, and you can target the ground under a creature if that
restrained and must either move off the pillar or fall off it.
The area you choose in a 20-foot square becomes hazardous and boggy as the
ground splits open; out from the crevasses seeps a muddy, poisonous ooze. For the
When a creature enters the affected area for the first time on a turn or starts its
turn there, the creature must succeed on a Constitution saving throw or takes 4d6
100
River's Wrath
4th level enchantment
Summoning the elemental energy of the water plane, a 20-foot long, 5 foot wide
torrent of continuous water rises from the ground. The current moves in a direction of
your choosing.
When a creature enters the affected area for the first time on a turn or starts its turn
there, the creature must succeed on a Strength saving throw or takes 4d6
As a bonus action on your turn you can extend the river by 10 feet in any direction
from either end. If the extended river hits a new creature, that creature must make
the same saving throw against the river's damage as the initial cast.
A creature caught in River's Wrath can move by swimming. Because of the force of
the river, the creature must make a successful Strength (Athletics) check against your
spell save DC in order to move at all. If it fails the check, the creature is pushed 10
101
Rot Foot
3rd level necromancy
You attempt to cause a deep rot in the legs of a creature you can
failed save, the target takes 1d4 necrotic damage for every 5 feet
Apex Arrow
2nd level conjuration
You shoot an arcane arrow of pure wild energy at one creature in range. Make a
ranged spell attack against the target. On a hit the target takes 2d8 radiant damage.
If there is another enemy with higher maximum hit points within 30 feet, they take the
damage instead.
102
Bones of the Forest
7th level transmutation
Each spike is 5 feet wide and 5 feet high. The ground where a spike
appears must be wide enough for its diameter, and you can target
can use its action to make a Strength check against your spell save
103
Fate Weave
2nd level divination
You place a hand on an ally and intercede with the fates on their
damage.
magical effect.
104
Sulfuric Stifle
2nd level conjuration
You raise your hands and focus on a creature you can see within range, filling
their lungs with sulfur. Choose one creature that you can see within range to
this way it can survive for a number of rounds equal to its Constitution modifier
(minimum of 1).
A suffocating creature can repeat the saving throw at the end of each of its
105
Snow Flurry
3rd level evocation
A blast of cold air erupts from your hands and covers the area in an icy mist that
coats the floor in dangerous frost. The area counts as difficult terrain. Each
takes 2d8 cold damage on a failed save, or half as much damage on a successful
one.
The mist spreads around corners, and its area is lightly obscured. It lasts for the
duration or until a wind of moderate or greater speed (at least 10 miles per hour)
disperses it. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher,
the damage is increased by 1d8 for each slot above 3rd.
106
Psychic Schism
4th level enchantment
Your arcane incantations assault and corrupt your target's minds, spawning delusions
and taking away control of their bodies. Each creature in a 10-foot-radius sphere
centered on a point you choose within range must succeed on a Wisdom saving
throw when you cast this spell or be affected by it. On a failed save, the target takes
2d6 psychic damage and uses all its movement to move in a random direction.
To determine the direction, roll a d8 and assign a direction to each die face. The
107
Air Walking 108
You touch a willing creature and imbue them with flight. The target gains a flying
speed equal to their movement speed until the end of their next turn. When the spell
ends, the target falls if it is still aloft, unless it can stop the fall.
Blood Fury
1st level enchantment
Your senses sharpen and you enter a furious rage, gaining life from
each strike you make. At the start of your next turn you gain hit
points equal to half the damage you dealt the previous turn.
Awaken Construct
6th level transmutation
After spending the casting time muttering incantations, harnessing your magic
and tracing magical pathways within the amber, you touch a Huge or smaller
or less. The target gains an Intelligence of 10. The target understands one
language you know, gains the ability to speak it providing it has a mouth and has
The awakened construct is charmed by you for 30 days or until you or your
companions do anything harmful to it. When the charmed condition ends, the
awakened creature chooses whether to remain friendly to you based on how you
109
110
Eldritch Tendril
2nd level conjuration
You summon forth a long tendril of eldritch energy that lunges out towards a creature
of your choice in range. Make a melee spell attack against the target. If the attack
hits the creature takes 2d6 psychic damage, and if the target is a Medium or smaller
creature the target must succeed on a Dexterity saving throw or become restrained.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the
damage is increased by 1d6 for each slot above 2nd.
Discombobulation
2nd level enchantment
You baffle and befuddle the mind of a creature you can see within
the affected target can't take reactions and must roll a d4 at the start
1-2: The creature uses all its movement to move in a random direction.
To determine the direction, roll a d8 and assign a direction to each die
At the end of each of its turns, an affected target can make a Wisdom
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112
Hexplosive Trap
4th level abjuration
When you cast this spell, you inscribe a trap that later unleashes a magical effect. You
object that can be closed (such as a book, a scroll, or a treasure chest) to conceal it.
The trap can cover an area no larger than 5 feet in diameter. If the surface or object is
moved more than 5 feet from where you cast this spell, the trap is broken, and the spell
ends without being triggered. The trap is nearly invisible and requires a successful
You decide what triggers the trap when you cast the spell. For traps inscribed on a
surface, the most typical triggers include touching or standing on the trap, removing
another object covering the trap, approaching within a certain distance of the trap, or
manipulating the object on which the trap is inscribed. For traps inscribed within an
object, the most common triggers include opening that object, approaching within a
certain distance of the object, or seeing or reading the trap. Once a trap is triggered,
this spell ends. When you inscribe the trap it erupts in a 20-foot radius sphere centered
on the trap. The sphere spreads around corners. Each creature in the area must make a
Incendiary Snare: A creature takes 3d8 fire damage on a failed saving throw, or half
as much damage on a successful one. On a failed save a target must also succeed a
Constitution saving throw. On a failed save, the target is set aflame and takes 1d10 fire
damage at the start of each of its turns until someone takes an action to douse the fire.
Venom Spray: A creature takes 3d8 poison damage on a failed saving throw, or half as
much damage on a successful one. On a failed save a target must also succeed a
Constitution saving throw. On a failed save, the target is poisoned for 1 hour.
Needle Bomb: Each creature in the area must make a Dexterity saving throw. A
creature takes 3d8 piercing damage on a failed saving throw, or half as much damage
Striking together your piece of stone and metal you create a shower of
A creature takes 4d6 fire damage and is blinded on a failed save, or half
113
Sanguine Scent
3rd level divination
You choose a creature you can see within range or choose a creature
you are familiar with on the same plane of existence and mark it in your
mind. The target must make a Wisdom saving throw becoming marked on
a failed save.
You know the direction of the target, the exact distance between you
and the target and the current hit points of the target.
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115
Magnetosphere
5th level transmutation
Holding out your hands and clenching your fists you begin to manipulate the
Objects automatically fail the save. On a failed save, the target takes 6d6
force damage and is pulled 5 feet towards you. On a successful save the
target is unaffected.
Vial of Chaos
3rd level evocation
Duration: Instantaneous
The spell calls forth random items in your inventory and sacrifices their essence for the
spell. The magic breaks them down inside a vial which you throw as part of the spell at
a creature, object, or surface within range. On impact, the vial detonates in a 5-foot
radius. Any creature in that area must succeed on a Dexterity saving throw. On a
failed save, they suffer one of the following effects, determined randomly by a d10:
1: Soaking Vial: The target is 'wet' and vulnerable to lightning damage for 1 minute
2: Oil Vial: The target is 'flammable' and vulnerable to fire damage for 1 minute
10: Maddening Vial: The target suffers from one random short-term madness.
116
Character Sheets
&
NPCs
117
player personality
name
passive prof' armour
wisdom bonus class
saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment
name
passive prof' armour
wisdom bonus class
saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment
name
passive prof' armour
wisdom bonus class
saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment
name
passive prof' armour
wisdom bonus class
saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment
name
passive prof' armour
wisdom bonus class
saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
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sleight of... alignment
name
passive prof' armour
wisdom bonus class
saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment
name
passive prof' armour
wisdom bonus class
saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment
name
passive prof' armour
wisdom bonus class
saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment
name
passive prof' armour
wisdom bonus class
saving throws
strength ideals
inspiration hit dice speed
dexterity
constitution max hp current hp
str
intelligence
wisdom
charisma
temporary hp bonds
dex skills
acrobatics
animal han..
arcana
con athletics
hit death
deception dice saves flaws
history
insight
int class
intimidation
medicine
nature
level
perception spells and
wis attacks
race
performance
...........................
religion
...........................
...........................
sleight of... alignment
LEVEL TWO
FIRE TONGUE
SULFURIC STIFLE
LEVEL THREE
VEIL OF ASH
LAVA BALL
TAR PIT
LEVEL FOUR
-
LEVEL FIVE
WALL OF METAL
LEVEL SIX
INVESTITURE OF METAL
137
player personality
LEVEL TWO
HYDRO-NOVA
MOON DUST
LEVEL THREE
NORTHERN WATERS
FROST TONGUE
LEVEL FOUR
RIVER'S WRATH
LUNAR LIGHT
LEVEL FIVE
BONES OF THE SEA
BONES OF THE MOON
Determined to restore the lost power of the Moon Druids, LEVEL EIGHT
she is willing to do anything to save her order from the -
brink of history. She recruits followers from shipwrecks and
coastal towns to brainwash them into the order. LEVEL NINE
STAMPEDE
Very little stands in the way of her plan to reignite the
Forgotten Order of the Moon, and for the sake of all those
at sea, she cannot succeed...
139
player personality
LEVEL TWO
ELDRITCH TENDRIL
DART OF DARKNESS
LEVEL THREE
VIAL OF CHAOS
EXPLODING CORPSE
LEVEL FOUR
SAP LIFE
LEVEL FIVE
WALL OF FLESH
WALL OF SOULS
LEVEL SIX
DOOM BLOOM
FARMER HOD LEVEL SEVEN
void warlock CALL OF THE VOID
Known to the people of his village as old Farmer Hod, he is MENTAL MUTINY
thought of as a kind and gentle man who smiles at his
neighbours and gives food to the local orphanage. LEVEL EIGHT
COMET OF CHAOS
But underneath the mask is a monster. Grand Warlock
Jedidiah Hodgomery IV is a chaos-loving void-obsessed
cultist who works to end all life. LEVEL NINE
POWER WORD CONVERT
He sows the seeds of chaos and anarchy, covering his
tracks with kind acts to avoid suspicion - and it works...
No one in his village knows just how close they are to evil.
141
player personality
LEVEL THREE
CONJURE PLANTS
THE ROOT WAY
LEVEL FOUR
MUDSLIDE
LEVEL FIVE
LOWII GROWTH
NAILO'S
HANGING HOMES
LEVEL SIX
DOOM BLOOM
INVESTITURE OF WOOD
QUAGMIRE
ROSE BLACKWOOD
bramble druid LEVEL SEVEN
Rose Blackwood is a dangerous recluse and a fallen WITHERWIND
princess of elven royalty. House Blackwood has disowned
BONES OF
THE FOREST
and renounced her, and so she festers in the forests of man
– rejected by her family and the throne they hold. LEVEL EIGHT
DEATH MEADOW
She has mastered a strange form of druidcraft that is
intertwined with death and deadly flora.
Seldom leaving the borders of her forest, she abducts, LEVEL NINE
robs, and kills any who she deems unworthy to walk the
STAMPEDE
roads beneath its canopy – and that is normally everyone.
143
player personality
LEVEL TWO
SPIRIT LIMBS
SERAPHIC JUSTICE
LEVEL THREE
INAVARI
CRESCENT SWEEP
CENSER
LEVEL FOUR
-
LEVEL FIVE
SCALE SKIN
INNER FLAME
LEVEL SIX
DAWN SHIELD
SACROSANCT
FATHER MUNCH
fallen monk LEVEL SEVEN
-
Before his fall from grace, Father Munch was a renown
teacher in a warrior temple that taught the forgotten ways
LEVEL EIGHT
of the monk. After an attack where he killed his star pupil in POSTULANT'S
a fit of rage and jealousy, he was cast out. RESPITE
After years on the road Munch was ambushed by bandits, LEVEL NINE
but Munch won, sparing their lives in exchange for fealty. ONE THOUSAND
CUTS
Munch now runs a growing underground bandit ring,
adding a small amount of order to the seemingly endless
highway attacks and muggings that blight the land.
145
146
Alphabetical Glossary
A D
75 - Aegis of the Weak 81 - Dart of Darkness
108 - Air Walking 66 - Dawn Shield
102 - Apex Arrow 18 - Death Meadow
69 - Arrow's Mark 111 - Discombobulation
35 - Artorius' Porangi Clap 49 - Divine Tracking
56 - Astral Eruption 10 - Doom Bloom
55 - Avalanche 26 - Dune
109 - Awaken Construct
E
B 41 - Eden Seed
110 - Eldritch Tendril
43 - -Banshee Shriek
38 - Enervate Senses
50 - Bile Fang
97 - Ensorcelled Snare
108 - Blood Fury
20 - Exploding Corpse
103 - Bones of the Forest
90 - Bones of the Moon F
99 - Bones of the Sea
113 - Faerie Sparks
48 - Bubonic Belch
104 - Fate Weave
C 13 - Feather Blade
47 - Fire Tongue
58 - Cacophony
47 - Frost Tongue
88 - Call of the Void
68 - Censer G
60 - Cerebral Smash 46 - Ghost Galley
51 - Cocoon 82 - Glyph of Stasis
49 - Cold Blood
09 - Conjure Plants H
59 - Control Metal 112 - Hexplosive Trap
44 - Comet of Chaos 73 - Hydro-Nova
71 - C-Sharp 93 - Hymn of the Ancients
147
Alphabetical Glossary
I P
22 - Ice Armor 52 - Pilferbreath
36 - Inavari Crescent Sweep 85 - Postulant's Respite
74 - Inner Flame 75 - Power Conduit
48 - Investiture of Metal 57 - Power Word Antidote
96 - Investiture of Wood 30 - Power Word Convert
33 - Power Word Know
L 65 - Power Word Push
29 - Lava Ball 70 - Power Word Teleport
77 - Liquify Mind 107 - Psychic Schism
27 - Lowii Growth 94 - Pustulant Pox
31 - Lunar Light 12 - Pyroclastic Surge
M Q
95 - Magma Tide 100 - Quagmire
115 - Magnetosphere 42 - Quicksand
43 - -Meric's Fortify Health
33 - Memry's Opus Corpus
R
64 - Mental Mutiny 63 - Ravine
80 - Mimicry 101 - River's Wrath
61 - Monsoon 102 - Rot Foot
15 - Moon Dust
S
54 - Mudslide
72 - Sacrosanct
N 34 - Sand Shift
28 - Nailo's Hanging Homes 114 - Sanguine Scent
42 - Northern Waters 76 - Sap Life
O
22 - Scale Skin
39 - Seraphic Justice
25 - One Thousand Cuts 62 - Shadow of Madness
148
Alphabetical Glossary
92 - Shatterblade V
94 - Sheild Throw 19 - Veil of Ash
26 - Smoke Screen 14 - Venom Rain
106 - Snow Flurry 116 - Vial of Chaos
17 - Sonic Boom 84 - Vile Tide
62 - Spectral Spike
28 - Spirit Limbs
W
36 - Splinter Shot 08 - Wall of Crystal
86 - Stampede 78 - Wall of Flesh
89 - Starfall 21 - Wall of Metal
53 - Steam Geyser 24 - Wall of Souls
85 - Stomp 11- Water Whip
16 - Stone Glare 98 - Winter's Bite
32 - Storm Roar 25 - Wisp Trail
105 - Sulfuric Stifle 39 - Witherwind
19 - Summon Bookworm
Y
T
37 - Yuriboz's Impromptu War Wagon
40 - Tar Pit
29 - The Root Way
15 - Thorn Throw
79 - Thunderfoot
23 - Titan's Might
67 - Toxic Touch
Notes
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